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      1 /*
      2  * Copyright (C) 2006 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.android.launcher3;
     18 
     19 import android.animation.TimeInterpolator;
     20 import android.content.Context;
     21 import android.hardware.SensorManager;
     22 import android.os.Build;
     23 import android.view.ViewConfiguration;
     24 import android.view.animation.AnimationUtils;
     25 import android.view.animation.Interpolator;
     26 
     27 /**
     28  * This class differs from the framework {@link android.widget.Scroller} in that
     29  * you can modify the Interpolator post-construction.
     30  */
     31 public class LauncherScroller  {
     32     private int mMode;
     33 
     34     private int mStartX;
     35     private int mStartY;
     36     private int mFinalX;
     37     private int mFinalY;
     38 
     39     private int mMinX;
     40     private int mMaxX;
     41     private int mMinY;
     42     private int mMaxY;
     43 
     44     private int mCurrX;
     45     private int mCurrY;
     46     private long mStartTime;
     47     private int mDuration;
     48     private float mDurationReciprocal;
     49     private float mDeltaX;
     50     private float mDeltaY;
     51     private boolean mFinished;
     52     private TimeInterpolator mInterpolator;
     53     private boolean mFlywheel;
     54 
     55     private float mVelocity;
     56     private float mCurrVelocity;
     57     private int mDistance;
     58 
     59     private float mFlingFriction = ViewConfiguration.getScrollFriction();
     60 
     61     private static final int DEFAULT_DURATION = 250;
     62     private static final int SCROLL_MODE = 0;
     63     private static final int FLING_MODE = 1;
     64 
     65     private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
     66     private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
     67     private static final float START_TENSION = 0.5f;
     68     private static final float END_TENSION = 1.0f;
     69     private static final float P1 = START_TENSION * INFLEXION;
     70     private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
     71 
     72     private static final int NB_SAMPLES = 100;
     73     private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
     74     private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
     75 
     76     private float mDeceleration;
     77     private final float mPpi;
     78 
     79     // A context-specific coefficient adjusted to physical values.
     80     private float mPhysicalCoeff;
     81 
     82     static {
     83         float x_min = 0.0f;
     84         float y_min = 0.0f;
     85         for (int i = 0; i < NB_SAMPLES; i++) {
     86             final float alpha = (float) i / NB_SAMPLES;
     87 
     88             float x_max = 1.0f;
     89             float x, tx, coef;
     90             while (true) {
     91                 x = x_min + (x_max - x_min) / 2.0f;
     92                 coef = 3.0f * x * (1.0f - x);
     93                 tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
     94                 if (Math.abs(tx - alpha) < 1E-5) break;
     95                 if (tx > alpha) x_max = x;
     96                 else x_min = x;
     97             }
     98             SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
     99 
    100             float y_max = 1.0f;
    101             float y, dy;
    102             while (true) {
    103                 y = y_min + (y_max - y_min) / 2.0f;
    104                 coef = 3.0f * y * (1.0f - y);
    105                 dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
    106                 if (Math.abs(dy - alpha) < 1E-5) break;
    107                 if (dy > alpha) y_max = y;
    108                 else y_min = y;
    109             }
    110             SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
    111         }
    112         SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
    113 
    114         // This controls the viscous fluid effect (how much of it)
    115         sViscousFluidScale = 8.0f;
    116         // must be set to 1.0 (used in viscousFluid())
    117         sViscousFluidNormalize = 1.0f;
    118         sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);
    119 
    120     }
    121 
    122     private static float sViscousFluidScale;
    123     private static float sViscousFluidNormalize;
    124 
    125     public void setInterpolator(TimeInterpolator interpolator) {
    126         mInterpolator = interpolator;
    127     }
    128 
    129     /**
    130      * Create a Scroller with the default duration and interpolator.
    131      */
    132     public LauncherScroller(Context context) {
    133         this(context, null);
    134     }
    135 
    136     /**
    137      * Create a Scroller with the specified interpolator. If the interpolator is
    138      * null, the default (viscous) interpolator will be used. "Flywheel" behavior will
    139      * be in effect for apps targeting Honeycomb or newer.
    140      */
    141     public LauncherScroller(Context context, Interpolator interpolator) {
    142         this(context, interpolator,
    143                 context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
    144     }
    145 
    146     /**
    147      * Create a Scroller with the specified interpolator. If the interpolator is
    148      * null, the default (viscous) interpolator will be used. Specify whether or
    149      * not to support progressive "flywheel" behavior in flinging.
    150      */
    151     public LauncherScroller(Context context, Interpolator interpolator, boolean flywheel) {
    152         mFinished = true;
    153         mInterpolator = interpolator;
    154         mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
    155         mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
    156         mFlywheel = flywheel;
    157 
    158         mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
    159     }
    160 
    161     /**
    162      * The amount of friction applied to flings. The default value
    163      * is {@link ViewConfiguration#getScrollFriction}.
    164      *
    165      * @param friction A scalar dimension-less value representing the coefficient of
    166      *         friction.
    167      */
    168     public final void setFriction(float friction) {
    169         mDeceleration = computeDeceleration(friction);
    170         mFlingFriction = friction;
    171     }
    172 
    173     private float computeDeceleration(float friction) {
    174         return SensorManager.GRAVITY_EARTH   // g (m/s^2)
    175                       * 39.37f               // inch/meter
    176                       * mPpi                 // pixels per inch
    177                       * friction;
    178     }
    179 
    180     /**
    181      *
    182      * Returns whether the scroller has finished scrolling.
    183      *
    184      * @return True if the scroller has finished scrolling, false otherwise.
    185      */
    186     public final boolean isFinished() {
    187         return mFinished;
    188     }
    189 
    190     /**
    191      * Force the finished field to a particular value.
    192      *
    193      * @param finished The new finished value.
    194      */
    195     public final void forceFinished(boolean finished) {
    196         mFinished = finished;
    197     }
    198 
    199     /**
    200      * Returns how long the scroll event will take, in milliseconds.
    201      *
    202      * @return The duration of the scroll in milliseconds.
    203      */
    204     public final int getDuration() {
    205         return mDuration;
    206     }
    207 
    208     /**
    209      * Returns the current X offset in the scroll.
    210      *
    211      * @return The new X offset as an absolute distance from the origin.
    212      */
    213     public final int getCurrX() {
    214         return mCurrX;
    215     }
    216 
    217     /**
    218      * Returns the current Y offset in the scroll.
    219      *
    220      * @return The new Y offset as an absolute distance from the origin.
    221      */
    222     public final int getCurrY() {
    223         return mCurrY;
    224     }
    225 
    226     /**
    227      * Returns the current velocity.
    228      *
    229      * @return The original velocity less the deceleration. Result may be
    230      * negative.
    231      */
    232     public float getCurrVelocity() {
    233         return mMode == FLING_MODE ?
    234                 mCurrVelocity : mVelocity - mDeceleration * timePassed() / 2000.0f;
    235     }
    236 
    237     /**
    238      * Returns the start X offset in the scroll.
    239      *
    240      * @return The start X offset as an absolute distance from the origin.
    241      */
    242     public final int getStartX() {
    243         return mStartX;
    244     }
    245 
    246     /**
    247      * Returns the start Y offset in the scroll.
    248      *
    249      * @return The start Y offset as an absolute distance from the origin.
    250      */
    251     public final int getStartY() {
    252         return mStartY;
    253     }
    254 
    255     /**
    256      * Returns where the scroll will end. Valid only for "fling" scrolls.
    257      *
    258      * @return The final X offset as an absolute distance from the origin.
    259      */
    260     public final int getFinalX() {
    261         return mFinalX;
    262     }
    263 
    264     /**
    265      * Returns where the scroll will end. Valid only for "fling" scrolls.
    266      *
    267      * @return The final Y offset as an absolute distance from the origin.
    268      */
    269     public final int getFinalY() {
    270         return mFinalY;
    271     }
    272 
    273     /**
    274      * Call this when you want to know the new location.  If it returns true,
    275      * the animation is not yet finished.
    276      */
    277     public boolean computeScrollOffset() {
    278         if (mFinished) {
    279             return false;
    280         }
    281 
    282         int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    283 
    284         if (timePassed < mDuration) {
    285             switch (mMode) {
    286             case SCROLL_MODE:
    287                 float x = timePassed * mDurationReciprocal;
    288 
    289                 if (mInterpolator == null)
    290                     x = viscousFluid(x);
    291                 else
    292                     x = mInterpolator.getInterpolation(x);
    293 
    294                 mCurrX = mStartX + Math.round(x * mDeltaX);
    295                 mCurrY = mStartY + Math.round(x * mDeltaY);
    296                 break;
    297             case FLING_MODE:
    298                 final float t = (float) timePassed / mDuration;
    299                 final int index = (int) (NB_SAMPLES * t);
    300                 float distanceCoef = 1.f;
    301                 float velocityCoef = 0.f;
    302                 if (index < NB_SAMPLES) {
    303                     final float t_inf = (float) index / NB_SAMPLES;
    304                     final float t_sup = (float) (index + 1) / NB_SAMPLES;
    305                     final float d_inf = SPLINE_POSITION[index];
    306                     final float d_sup = SPLINE_POSITION[index + 1];
    307                     velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
    308                     distanceCoef = d_inf + (t - t_inf) * velocityCoef;
    309                 }
    310 
    311                 mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
    312 
    313                 mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
    314                 // Pin to mMinX <= mCurrX <= mMaxX
    315                 mCurrX = Math.min(mCurrX, mMaxX);
    316                 mCurrX = Math.max(mCurrX, mMinX);
    317 
    318                 mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
    319                 // Pin to mMinY <= mCurrY <= mMaxY
    320                 mCurrY = Math.min(mCurrY, mMaxY);
    321                 mCurrY = Math.max(mCurrY, mMinY);
    322 
    323                 if (mCurrX == mFinalX && mCurrY == mFinalY) {
    324                     mFinished = true;
    325                 }
    326 
    327                 break;
    328             }
    329         }
    330         else {
    331             mCurrX = mFinalX;
    332             mCurrY = mFinalY;
    333             mFinished = true;
    334         }
    335         return true;
    336     }
    337 
    338     /**
    339      * Start scrolling by providing a starting point and the distance to travel.
    340      * The scroll will use the default value of 250 milliseconds for the
    341      * duration.
    342      *
    343      * @param startX Starting horizontal scroll offset in pixels. Positive
    344      *        numbers will scroll the content to the left.
    345      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    346      *        will scroll the content up.
    347      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    348      *        content to the left.
    349      * @param dy Vertical distance to travel. Positive numbers will scroll the
    350      *        content up.
    351      */
    352     public void startScroll(int startX, int startY, int dx, int dy) {
    353         startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
    354     }
    355 
    356     /**
    357      * Start scrolling by providing a starting point, the distance to travel,
    358      * and the duration of the scroll.
    359      *
    360      * @param startX Starting horizontal scroll offset in pixels. Positive
    361      *        numbers will scroll the content to the left.
    362      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    363      *        will scroll the content up.
    364      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    365      *        content to the left.
    366      * @param dy Vertical distance to travel. Positive numbers will scroll the
    367      *        content up.
    368      * @param duration Duration of the scroll in milliseconds.
    369      */
    370     public void startScroll(int startX, int startY, int dx, int dy, int duration) {
    371         mMode = SCROLL_MODE;
    372         mFinished = false;
    373         mDuration = duration;
    374         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    375         mStartX = startX;
    376         mStartY = startY;
    377         mFinalX = startX + dx;
    378         mFinalY = startY + dy;
    379         mDeltaX = dx;
    380         mDeltaY = dy;
    381         mDurationReciprocal = 1.0f / (float) mDuration;
    382     }
    383 
    384     /**
    385      * Start scrolling based on a fling gesture. The distance travelled will
    386      * depend on the initial velocity of the fling.
    387      *
    388      * @param startX Starting point of the scroll (X)
    389      * @param startY Starting point of the scroll (Y)
    390      * @param velocityX Initial velocity of the fling (X) measured in pixels per
    391      *        second.
    392      * @param velocityY Initial velocity of the fling (Y) measured in pixels per
    393      *        second
    394      * @param minX Minimum X value. The scroller will not scroll past this
    395      *        point.
    396      * @param maxX Maximum X value. The scroller will not scroll past this
    397      *        point.
    398      * @param minY Minimum Y value. The scroller will not scroll past this
    399      *        point.
    400      * @param maxY Maximum Y value. The scroller will not scroll past this
    401      *        point.
    402      */
    403     public void fling(int startX, int startY, int velocityX, int velocityY,
    404             int minX, int maxX, int minY, int maxY) {
    405         // Continue a scroll or fling in progress
    406         if (mFlywheel && !mFinished) {
    407             float oldVel = getCurrVelocity();
    408 
    409             float dx = (float) (mFinalX - mStartX);
    410             float dy = (float) (mFinalY - mStartY);
    411             float hyp = (float) Math.hypot(dx, dy);
    412 
    413             float ndx = dx / hyp;
    414             float ndy = dy / hyp;
    415 
    416             float oldVelocityX = ndx * oldVel;
    417             float oldVelocityY = ndy * oldVel;
    418             if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
    419                     Math.signum(velocityY) == Math.signum(oldVelocityY)) {
    420                 velocityX += oldVelocityX;
    421                 velocityY += oldVelocityY;
    422             }
    423         }
    424 
    425         mMode = FLING_MODE;
    426         mFinished = false;
    427 
    428         float velocity = (float) Math.hypot(velocityX, velocityY);
    429 
    430         mVelocity = velocity;
    431         mDuration = getSplineFlingDuration(velocity);
    432         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    433         mStartX = startX;
    434         mStartY = startY;
    435 
    436         float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
    437         float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
    438 
    439         double totalDistance = getSplineFlingDistance(velocity);
    440         mDistance = (int) (totalDistance * Math.signum(velocity));
    441 
    442         mMinX = minX;
    443         mMaxX = maxX;
    444         mMinY = minY;
    445         mMaxY = maxY;
    446 
    447         mFinalX = startX + (int) Math.round(totalDistance * coeffX);
    448         // Pin to mMinX <= mFinalX <= mMaxX
    449         mFinalX = Math.min(mFinalX, mMaxX);
    450         mFinalX = Math.max(mFinalX, mMinX);
    451 
    452         mFinalY = startY + (int) Math.round(totalDistance * coeffY);
    453         // Pin to mMinY <= mFinalY <= mMaxY
    454         mFinalY = Math.min(mFinalY, mMaxY);
    455         mFinalY = Math.max(mFinalY, mMinY);
    456     }
    457 
    458     private double getSplineDeceleration(float velocity) {
    459         return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
    460     }
    461 
    462     private int getSplineFlingDuration(float velocity) {
    463         final double l = getSplineDeceleration(velocity);
    464         final double decelMinusOne = DECELERATION_RATE - 1.0;
    465         return (int) (1000.0 * Math.exp(l / decelMinusOne));
    466     }
    467 
    468     private double getSplineFlingDistance(float velocity) {
    469         final double l = getSplineDeceleration(velocity);
    470         final double decelMinusOne = DECELERATION_RATE - 1.0;
    471         return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
    472     }
    473 
    474     static float viscousFluid(float x)
    475     {
    476         x *= sViscousFluidScale;
    477         if (x < 1.0f) {
    478             x -= (1.0f - (float)Math.exp(-x));
    479         } else {
    480             float start = 0.36787944117f;   // 1/e == exp(-1)
    481             x = 1.0f - (float)Math.exp(1.0f - x);
    482             x = start + x * (1.0f - start);
    483         }
    484         x *= sViscousFluidNormalize;
    485         return x;
    486     }
    487 
    488     /**
    489      * Stops the animation. Contrary to {@link #forceFinished(boolean)},
    490      * aborting the animating cause the scroller to move to the final x and y
    491      * position
    492      *
    493      * @see #forceFinished(boolean)
    494      */
    495     public void abortAnimation() {
    496         mCurrX = mFinalX;
    497         mCurrY = mFinalY;
    498         mFinished = true;
    499     }
    500 
    501     /**
    502      * Extend the scroll animation. This allows a running animation to scroll
    503      * further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
    504      *
    505      * @param extend Additional time to scroll in milliseconds.
    506      * @see #setFinalX(int)
    507      * @see #setFinalY(int)
    508      */
    509     public void extendDuration(int extend) {
    510         int passed = timePassed();
    511         mDuration = passed + extend;
    512         mDurationReciprocal = 1.0f / mDuration;
    513         mFinished = false;
    514     }
    515 
    516     /**
    517      * Returns the time elapsed since the beginning of the scrolling.
    518      *
    519      * @return The elapsed time in milliseconds.
    520      */
    521     public int timePassed() {
    522         return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    523     }
    524 
    525     /**
    526      * Sets the final position (X) for this scroller.
    527      *
    528      * @param newX The new X offset as an absolute distance from the origin.
    529      * @see #extendDuration(int)
    530      * @see #setFinalY(int)
    531      */
    532     public void setFinalX(int newX) {
    533         mFinalX = newX;
    534         mDeltaX = mFinalX - mStartX;
    535         mFinished = false;
    536     }
    537 
    538     /**
    539      * Sets the final position (Y) for this scroller.
    540      *
    541      * @param newY The new Y offset as an absolute distance from the origin.
    542      * @see #extendDuration(int)
    543      * @see #setFinalX(int)
    544      */
    545     public void setFinalY(int newY) {
    546         mFinalY = newY;
    547         mDeltaY = mFinalY - mStartY;
    548         mFinished = false;
    549     }
    550 
    551     /**
    552      * @hide
    553      */
    554     public boolean isScrollingInDirection(float xvel, float yvel) {
    555         return !mFinished && Math.signum(xvel) == Math.signum(mFinalX - mStartX) &&
    556                 Math.signum(yvel) == Math.signum(mFinalY - mStartY);
    557     }
    558 }
    559